Author Topic: Player Heavy/light  (Read 1574 times)

A playertype that, depending on how much stuff hes carrying, jump higher or lower and walks slower or faster.

Example:
A player that has a full inventory walks slow as hell and jumps 2 inches off the ground.

A player that has no items walks fast and can jump higher.

What do you think?

That is actually an amazing idea. However, a person carrying 1 gun and 4 pills may get pissed off. There should be certain weapons and items that are compatible, and have weight difference(ie, T+T pistols weigh little, and the LMG and launchers weigh the most)

This can probably easily be done with T+T, we just need a scripter for it.

This is a great idea, and it would make kamikaze knifing all the more viable. I love it.

I do have a heavy weapons playertype. It's slow and has low health and barley jumps.

I do have a heavy weapons playertype. It's slow and has low health and barley jumps.
thats not really what hes asking for

Like each weapon that's compatible could have a variable defining it's weight?


inb4callofduty
Shut up, this doesn't have anything to do with CoD

Also support.

Shut up, this doesn't have anything to do with CoD

Also support.
Yes it does. I just named Call of Duty for first.
Every platform TPS or FPS uses these physics.

Yes it does. I just named Call of Duty for first.
Every platform TPS or FPS uses these physics.
I never knew video games invented weight!

This would be a cool addition. Now I'm no coder, but couldn't it be easily added to whatever mods needed the same as rykuta's tact knife works?

This could be done by just adding this into the weapons script, wouldn't be too hard, but doing it for every weapon in T+T would be annoying.

Yes it does. I just named Call of Duty for first.
Every platform TPS or FPS uses these physics.
>It has to do with it because you mentioned it.
>Every platform TPS or FPS is now related to Call of Duty.


This can probably easily be done with T+T, we just need a scripter for it.
I can script, but it'd take very long.